FPS map design

It’s sad what FPS’es have become, but is it even sadder that I know that Doom map so well after all these years?
By SkindianaBones

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Posted by Shawn Handyside on November 12, 2010 · 3:51 AM 
FAILLAMENOT BADPRETTY GOODAWESOME (335 votes, average: 4.73 out of 5)
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Categories:
Charts & Graphs, Depressing, Doom, ID Software, PC, Retro, Uncategorized

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63 Responses to “FPS map design”

  1. Warlord Senax on November 12th, 2010 4:00 am

    You forgot to include all the gratuitous nudity.

  2. Tael on November 12th, 2010 4:24 am

    Might as well do something with the new graphics.

    What? improve gameplay? What a ludicrous idea!

  3. DrRickRollins on November 12th, 2010 4:32 am

    guys, we can't forget about music!

    I suggest playing my soundtrack on a loop

  4. GameboyPATH on November 12th, 2010 4:37 am

    Not Even Doom Music can prevent FPS games from becoming cinema.

    *suddenly rocks out to techno remix*

  5. Jet_Sparrow on November 12th, 2010 4:54 am

    Nostalgia…rising…RISING!

  6. Dimomarg on November 12th, 2010 5:40 am

    you know something's wrong when multiplayer maps are more complex than single player.

  7. Annonith on November 12th, 2010 7:16 am

    I would rather name that picture "Final Fantasy dungeon map design"

  8. chuckpebble on November 12th, 2010 7:37 am

    Is that E1M1? Been so long I can't remember. Sure does look familiar though. What's crazy about those maps, you couldn't have a tunnel. There was no way for any piece of floor to have another floor you could walk on anywhere directly above or below it. With that limitation, they were still great maps!

    Also, the modern FPS map has a striking resemblance to the ones in Metroid Other M. (Don't hate, I have it and like it. Unless thats why you'd want to hate. In that case go right ahead.)

  9. YourPalHal on November 12th, 2010 7:42 am

    Dr. Wily's in your games, designing your levels

  10. 64_hit_combo on November 12th, 2010 8:21 am

    i was trying to think of a game to contradict this, but i cant. sadly our FPS's have become very very bad…

  11. bastardsweater on November 12th, 2010 8:25 am

    Goddamn it Shawn, now I have to replay Doom for the 50th time.

  12. Dr. Furry on November 12th, 2010 8:57 am

    funny, i almost thoguht that was teh turok map. i'm ashamed ive never been able to truly play fps till recently

  13. Vlauer on November 12th, 2010 9:16 am

    You forgot to include awsum scripts of hyper packed action (MW2), amirite?

  14. Roflcopter419 on November 12th, 2010 10:14 am

    And this is why I still play Doom and eschew most modern FPS games. Especially "realistic" shooters with knives that do one-hit kills and sniper rifles that don't.

  15. spaghettiweegee on November 12th, 2010 11:27 am

    At least these games are finally learning their LINES. Get it? Get it?

  16. Christopher Balcer on November 12th, 2010 11:40 am

    Can somebody remind me which episode and level that is?! It's driving me nuts! And I don't have Doom handy to replay and find out.

  17. TheChikenMonkey on November 12th, 2010 11:48 am

    Cutscenes? lolwut?

  18. TheChikenMonkey on November 12th, 2010 11:53 am

    Since you could aim down the sights like in an FPS :O

  19. penguindude42 on November 12th, 2010 2:14 pm

    YYYEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!!!!!!!

  20. FoxyMayo on November 12th, 2010 3:24 pm

    But what could be said of all the other genres of games? Surely they have also met the fate of executive decision as well!

  21. Roland_Deschain on November 12th, 2010 3:37 pm

    God, I miss getting lost only to run into a horde of imps. I demand more confusing maps!

  22. DM1293 on November 12th, 2010 4:28 pm

    Doom did it right 17 years ago. On DOS and programming thats ancient by our standards. It did it right because we didn't really need the story; we were playing it SOLELY to be the one badass marine who kills Satan and ALL of hell.

    What can we do with all this bloom and high-resolution textures and fancy shading and bump maps and high speed wireless 64-firefight onlines?

    CORRIDORS TO CUTSCENES!

  23. LinkyBS on November 12th, 2010 6:57 pm

    Having played the New Goldeneye, this is painfully true

  24. DJ_Scully on November 12th, 2010 7:53 pm

    And that's why I stick to Counter-Strike, Quake and Killing Floor.
    At least those games go straight to the point, and don't fuck around with just walking forward only to get over 9000 cutscenes.

  25. EphEphEcksIII on November 12th, 2010 9:31 pm

    Atleast it isn't a 60 hour long hallway full of cutscenes.
    *looks at own user name*
    *gets depressed*

  26. Super_Pickle on November 13th, 2010 12:33 am

    Yahtzee (zero punctuation) had it right.

    The more limited your tools, the more creative you have to be to get it to work, and the better it turns out. This is because it was more fun and interesting to play than the big budget games with nothing unique. Since devs aren't limited by tools, we need something else to motivate them to make interesting games. The FPS market is over saturated, and there are enough FPS lovers that almost no FPS game has failed recently, making the push for quality and fun pointless for developers when people will buy almost anything.

    I do not see this changing for quite a while, until a game pulls another halo, and defines a genre, making the other FPS games play catchup. Then we'll get a few truly great games like modern warfare, then everything will stagnate for a while, until some devs get another original idea.

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